#include "EnemyUnit.h"
#include "Player.h"



/*virtual*/ void EnemyUnit::Update(float dt)	 /*override*/
{
	
	m_FieldOfView.Update(dt);
	MovingObject::Update(dt);
	
}



void EnemyUnit::SetTarget(Player* _target)
{
	if (m_pTarget != nullptr)
	{
		m_pTarget->Release();
		m_pTarget = nullptr;
	}
	m_pTarget = _target;
}

void EnemyUnit::FindPath(SGD::Point start, SGD::Point end, std::vector<SGD::Point>& vect)
{
	float* distanceToSource = new float[navGraph->size()];


}

void EnemyUnit::FOVSetUp(vector<SGD::Rectangle*>& collidables)
{
	m_FieldOfView.PopulateCollidables(collidables);
}
